EDH Proliferate & Swarm : HELP

by SenninSensei on 19 September 2023

Command Zone (1 card)

Creatures (1)

Main Deck (99 cards)

Sideboard (3 cards)

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Deck Description

HELLO

I havent played at all for several years now, currently don't own any cards.
I have a $100 USD budget and I want to soon make a purchase to start playing EDH irl.

PLEASE

I'm looking for Feedback/Tip/Suggestions, on this deck, as you see is not even finished.

THANKS!!!

How to Play

The purpose of the deck is mana ramp a bit to land a few cretures, place some +1/+1 counters on them, proliferate a few times, and if the game goes long enough, repeat the precess for bigger numbers in creatures and counters.

The commander proliferates twice for ETB, and whie on board gives a draw each time a proliferate happens (so often)

Some other types of counters are also generated by the cards among the deck and those also multiply by the proliferate mechanic, effects here vary from "mana ramping"/"free cast cost" to "toxic"/"poison" including and alt win condition by an "if this card has 20 counters on, you win" text in the card, and some others.

Please I haven´t played in several years and the deck probably has several flaws, including perhaps mana curve.
I would appreciate a lot if you provide me some tips, suggestions, guidance, thanks so much.

Deck Tags

  • Commander
  • Proliferate
  • New Player
  • Help Please
  • Toxic
  • alt win
  • Green-ramping
  • blue-counter

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 659 times.

Mana Curve

Mana Symbol Occurrence

0370040

Deck Format


Commander

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for EDH Proliferate & Swarm : HELP

Please if you stop to see the deck and don't like it, tell my why, i need to balance list to fit budget but have decent consistency to play. THANKS

0
Posted 19 September 2023 at 21:42

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I like how you doubled your budget and fixed your spelling.
Likes are a rarity on mtgvault, because people don't care anymore.

I don't play edh, but can recommend that you try a proxy version of the deck before spending the money.

1
Posted 20 September 2023 at 05:07

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thank you so much, I only have 5 open spots in the deck, i believe it should be 2 or 3 utility lands that really sinergize and 2 or 3 like "board whipes" but... is there eveen anything like a clear the board thing for Green & Blue??? like a "destroy all of..." or not even? please help me close this short gap, thanks again

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Posted 22 September 2023 at 17:27

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Boompile, [[Nevinyrral's Disk]], Oblivion Stone, Worldslayer are colourless cards that allow you to do a board swipe.

Blue is good at returning things to hands, green can destroy only enchantments and artifacts in masses.
Coastal Breach, Consuming Tide, Devastation Tide, Faerie Slumber Party, Flood of Tears, Upheaval, Cyclonic Rift

1
Posted 23 September 2023 at 20:09

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I've always been a personal fan of Fade Away
It does however give the opponent more options for each card they have on the board, including lands, so it's best against decks that empty their hands during the early turns for a fast kill.

But there are many blue mass removal spells out there, most of them bounce everything. Those spells are vulnerable against players who can empty their hand fast, so perhaps playing both will give you the option of hitting them with the spell they are most vulnerable against.

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Posted 23 September 2023 at 20:25

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thank you both so much :) could you read the "how to play" and like answer/respond to it, i guess what i mean is, any like "final comments" now seeeing deck has all 100 cards? do you see any big issue(s) there?

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Posted 25 September 2023 at 18:22

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I really don't know how commander decks behave as 100 different cards follow very different patterns than the 60 card decks with more focus does. It's too random for me to form an opinion on.

I can give advice on one thing only, and that is that if you have two or more themes within the deck they must each fill more than half of the deck to be structurally sound, but that's the only type of advice I can give, and I can't put any percentage on how much the themes must overlap.

Also I think most commander decks in here have around 36 lands, but again, I'm no expert in this format.

-1
Posted 25 September 2023 at 19:45

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The only thing that comes to my mind is that you will need a lot of mana. You commander is expensive and will become even more so the more he is killed an you want to re-cast him (+2 mana for each time he hit the command zone). Also, depending on the number of proliferates you will be able to do per turn, you will draw a lot of cards... which you will want to play as I have not seen anything like Reliquary Tower which would allow you to keep more than 7 cards in your hand. Drawing many cards is good. Having to discard cards at the end of the turn is not so good. Having no more cards to draw is deadly.

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Posted 26 September 2023 at 07:24

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It's always difficult to judge a deck without a good description, even more so if it's a commander deck, because they can go in so many directions with their strategy, even if they have the same commander. As I don't play commander anymore here are some suggestions based on my experience with normal proliferate decks:
Duskshell Crawler, Iron Apprentice, Thrummingbird, Tyrant Guard, Forgotten Ancient, Gyre Sage, Hangarback Walker, Prime Speaker Zegana, [[Sekki, Seasons' Guide]]
Courage in Crisis, Inspiring Call, Prologue to Phyresis
Contagion Clasp, Contagion Engine, Serrated Arrows, [[Agent's Toolkit]], Pentad Prism, Orochi Hatchery
Nissa, Who Shakes the World, Jiang Yanggu, Wildcrafter, Nissa, Ascended Animist, Oko, the Trickster, Teferi, Temporal Pilgrim, Vivien Reid
Novijen, Heart of Progress, Oran-Rief, the Vastwood

1
Posted 20 September 2023 at 14:26

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MUKTOL:
I have noticed your increase in pauper :)
What made you skip out of commander ?
If I were to guess by your many pauper testgames, might it be that commander games take longer ?

1
Posted 20 September 2023 at 16:55

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Basically I have moved away from modern (The other format I was playing with my group) and tried to move our playgroup towards pauper. Things where over with modern so quickly and the games mostly where all about who got the better starting hand. This also made it nearly impossible to try out some ideas because they where simply crushed by the proven decks and thus deckbuilding came to a halt. With pauper better, we have some of the seasoned and proven decks lying around, but they are specially marked so an opponent knows that this will be a tough game that will test his deck to the limit. The deckbuilding at the moment s still at a halt but mostly because I'm supplying all the decks needed, tough I hope that someday someone will still come with a new deck NOT built by me, because playing against decks that where built by yourself sucks as there is rarely a surprise-moment.

As for commander the problem was twofold: For one the games where to long. A commander game with 4-6 people at the table can take quite some time and stopping in-between because the pizza arrives is also rather difficult. The other problem was that all people at the table know each other and it was often so that nobody wanted to attack an opponent even if he didn't have any defence... which made the games even take longer and frustrating.

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Posted 20 September 2023 at 20:17

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If you want surprises I can recommend that you retry halfdecks with a vengeance, and this might be a way to get your friends into designing as well.

I've been working with my own for so long, and have quite an archive of them.

Around 2021 I built 30 of them, with very destinct gameplans except maybe for the lantern control series.

These 30 were getting along fine.

Then I went premodern, focussing on another 6, and over the years I've gathered another losely structured bunch of around 80 different ones.

For me the surprise value have been how the most unrelated halfdecks can fit together with a half that you'd never in your life would have thought were compatible, but because I've made an effort to make each half tough enough to stand alone, if the other half fails.

Additionally players will play out each half in unexpected ways, as you can put more emphasis on the half that fits your playstyle the most. Some halfdecks can be played in flexible ways themselves, and you might want to try to build designs that allow for several playstyles.

To start with, you can design some halves that imitate some of the most popular pauper decks, then give your friends the lists and tell them to try building a half themselves.

Then when assembling you roll the dice to generate the decks put together. After playing allow people to remove and then add a few cards.

To give an example, Scaretiller works well with Quicksand, but when coupled with a deck using Hermetic Study it suddenly became really interresting. Scaretiller might be the basis of a unique deck that retrieves lands from the graveyard if you play with things that can tap it.

-1
Posted 20 September 2023 at 20:53

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You have a few cards that help increase the number of counters on creatures, but not much to put them on in the first place. Some evolve creatures would probably be good, and they're mostly pretty cheap: Gyre Sage, Fathom Mage for example. Adapt creatures like Incubation Druid would be good too.
Why not use the counters as a weapon? Simic Ascendancy, Darksteel Reactor and Lux Artillery/Lux Cannon are all exellent for this.
More planeswalkers would be good - Jiang Yanggu, Wildcrafter would be one you definitely want. It's not flashy, but it will help with your counters and ramp, and it's only about £0.05.
I've got a pretty similar deck, feel free to use it for ideas! https://www.mtgvault.com/mattcherrie/decks/vorel-proliferate-v3/

2
Posted 20 September 2023 at 17:47

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thank you so much

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Posted 22 September 2023 at 17:23

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